@@ -605,7 +605,7 @@ void BgSpot06Objects_WaterPlaneCutsceneRise(BgSpot06Objects* this, PlayState* pl
605605 play -> roomCtx .unk_74 [0 ] = 0 ; // Apply the moving under water texture to lake hylia ground
606606 }
607607 } else {
608- Math_SmoothStepToF (& this -> lakeHyliaWaterLevel , 1.0f , 0.1f , 1.0f , 0.001f );
608+ Math_SmoothStepToF (& this -> lakeHyliaWaterLevel , 1.0f , 0.1f , IS_RANDO ? 10.0f : 1.0f , 0.001f );
609609 play -> colCtx .colHeader -> waterBoxes [LHWB_GERUDO_VALLEY_RIVER_LOWER ].ySurface = WATER_LEVEL_RIVER_LOWERED ;
610610 play -> colCtx .colHeader -> waterBoxes [LHWB_MAIN_1 ].ySurface = this -> dyna .actor .world .pos .y ;
611611 play -> colCtx .colHeader -> waterBoxes [LHWB_MAIN_2 ].ySurface = this -> dyna .actor .world .pos .y ;
@@ -635,7 +635,7 @@ void BgSpot06Objects_WaterPlaneCutsceneLower(BgSpot06Objects* this, PlayState* p
635635 this -> actionFunc = BgSpot06Objects_DoNothing ;
636636 } else {
637637 // Go slightly beyond -681 so the smoothing doesn't slow down too much (matches the reverse of water rise func)
638- Math_SmoothStepToF (& this -> lakeHyliaWaterLevel , -682.0f , 0.1f , 1 .0f , 0.001f );
638+ Math_SmoothStepToF (& this -> lakeHyliaWaterLevel , -682.0f , 0.1f , 10 .0f , 0.01f );
639639 play -> colCtx .colHeader -> waterBoxes [LHWB_GERUDO_VALLEY_RIVER_LOWER ].ySurface = WATER_LEVEL_RIVER_LOWERED ;
640640 play -> colCtx .colHeader -> waterBoxes [LHWB_GERUDO_VALLEY_RIVER_LOWER ].zMin = WATER_LEVEL_RIVER_LOWER_Z - 50 ;
641641 play -> colCtx .colHeader -> waterBoxes [LHWB_MAIN_1 ].ySurface = yPos ;
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